alien swarm isn't meant for modding.. i think valve is just trying to troll everyone by releasing a "free" engine that isn't meant for modding...
On Thu, Apr 19, 2012 at 11:36 AM, Psy_Commando <psycomma...@gmail.com> wrote: > Well, it would seem this is a Alien Swarm related issue.. Even the hl2 jeep > is having the same problem. > > > On Tue, Apr 17, 2012 at 10:11 PM, Psy_Commando <psycomma...@gmail.com> > wrote: >> >> Its called in the shared ProcessMovement method.I assume that method is >> called at the same time on client and server.. >> >> >> On Tue, Apr 17, 2012 at 5:40 PM, Joel R. <joelru...@gmail.com> wrote: >>> >>> Where are you running this simulation code? You need to make sure it's >>> in a location that is sync'd with the server. >>> >>> Also, I would not use GetNetworkOrigin, as I have seen it can become too >>> jittery, use GetLocalOrigin instead. >>> >>> >>> >>> On Tue, Apr 17, 2012 at 4:25 PM, Psy_Commando <psycomma...@gmail.com> >>> wrote: >>>> >>>> Doesn't the client interpolate automatically ? I thought that was what >>>> the Network origin was for. >>>> Anyways, I'm not really sure what they did but here's the handling code >>>> I'm using, its mostly code made by the Eternal Silence guys modified to >>>> fit. >>>> http://pastebin.com/6kVZJxiD >>>> >>>> I think they basically just use vphysics for collisions, they rotate the >>>> angles and velocity directly to steer the craft. >>>> >>>> And also FakeJitter should be 0, I never changed it. >>>> >>>> >>>> On Tue, Apr 17, 2012 at 4:58 PM, Joel R. <joelru...@gmail.com> wrote: >>>>> >>>>> Also, when you added fakelag to reach about 300 ping, the red and green >>>>> crosshairs were still sync'd perfectly. This should not be possible >>>>> unless >>>>> you are extrapolating on the server, but even then it would go way off on >>>>> turns. >>>>> >>>>> >>>>> On Tue, Apr 17, 2012 at 3:55 PM, Joel R. <joelru...@gmail.com> wrote: >>>>>> >>>>>> You will need to smooth out the origin and angles. I'm not sure why >>>>>> but the physics simulation cannot be followed without doing some sort of >>>>>> smoothing to the origin/angles. What I did was interpolate them by a >>>>>> small >>>>>> amount to smooth out the kinks. I created a "fakeOrigin" and >>>>>> "fakeAngles" >>>>>> that are smoothed to the real values. >>>>>> >>>>>> >>>>>> On Tue, Apr 17, 2012 at 3:51 PM, Psy_Commando <psycomma...@gmail.com> >>>>>> wrote: >>>>>>> >>>>>>> using vphysics >>>>>>> >>>>>>> >>>>>>> On Tue, Apr 17, 2012 at 4:48 PM, Joel R. <joelru...@gmail.com> wrote: >>>>>>>> >>>>>>>> Is the entity simulated using the physics object or bbox and >>>>>>>> gamemovement? >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> On Tue, Apr 17, 2012 at 3:44 PM, Psy_Commando >>>>>>>> <psycomma...@gmail.com> wrote: >>>>>>>>> >>>>>>>>> I'm having a problem with an aircraft vehicle I've made. I asked >>>>>>>>> the Eternal Silence team for some pointers and they've shared their >>>>>>>>> flight >>>>>>>>> code with me, but I'm still getting this weird jerkiness, even at 0ms >>>>>>>>> of >>>>>>>>> ping. I'm using the Alien Swarm SDK for this. >>>>>>>>> >>>>>>>>> Here's a video to show the problem : >>>>>>>>> http://www.youtube.com/watch?v=zs64WcoD_IQ >>>>>>>>> >>>>>>>>> I'm really not sure what's the problem, I can post parts of the >>>>>>>>> code here if that would help. >>>>>>>>> Any suggestion would be greatly appreciated. >>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>> archives, please visit: >>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> _______________________________________________ >>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>> archives, please visit: >>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>> >>>>>>>> >>>>>>> >>>>>>> >>>>>>> _______________________________________________ >>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>> archives, please visit: >>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>> >>>>>>> >>>>>> >>>>> >>>>> >>>>> _______________________________________________ >>>>> To unsubscribe, edit your list preferences, or view the list archives, >>>>> please visit: >>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>> >>>>> >>>> >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>> >>>> >>> >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> >>> >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders